
Experience a big adventure on a tiny scale! Enjoy multiplayer survival in a vast, hazardous world. Preparation is key when you're this small & at the bottom of the food chain. Craft weapons & armour, tame & ride creatures, build encampments & explore a strange new land.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.14/day in the week to Sep 1 → 6.14/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 10.5Kreviews | 82% | — | $6.7M |
| $34.99 | 1.9Kratings | 85% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 929 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Smalland: Survive the Wilds is one of those games where I really like the concept, but the actual execution never gave me a reason to care about continuing. The idea of playing as a tiny creature in a huge world immediately reminded me of Arthur and the Invisibles, and the game is genuinely beautiful, with the scale of the world making the concept work visually. The problem is that once I started playing, I found very little underneath that presentation that kept me interested. The biggest issue for me is how poorly the game handles exploration and progression. The map is quite large, but there is no proper fast travel system, so moving between distant areas means spending a lot of time walking. The Great Trees could have been a perfect solution to this. After climbing and capturing a tree, the game could have allowed us to use balloons to travel between captured trees, while still making the initial climb an important part of exploration. Instead, moving your Tree Base to another tree removes the previous one as a useful location, meaning you still have to walk back across the map whenever you need to return somewhere. This becomes especially annoying when you die while trying to reach a new area, because you have to make the entire journey again. I do not mind walking in survival games, but the walking needs to have a purpose. Here, the size of the map often feels more like a way of making the player spend more time travelling than a reason to explore it. The progression has the same problem. I would not say that Smalland is simply too slow, because slow progression can work perfectly well in survival games. The problem is that the progression is badly structured and barely explains itself. I can walk around for a long time finding the same stone, flint and branches, while needing other materials for better equipment without being told where those materials can actually be found. At one point I needed screws and had no idea where to get them, so I had to look outside the game to find the answer. The game could easily tell the player where a material is normally found, or establish clear regions where better resources start appearing, but instead it leaves too much to trial and error. Even enemies are poorly communicated, because I can enter an area and encounter creatures several levels above me without a clear indication that I am entering a dangerous region. A simple skull or danger indicator would have made the progression of the world much easier to understand: the further I move from the starting area, the stronger the enemies should become, the better the resources should be, and the more advanced the equipment I should need. That kind of geographical progression works extremely well in survival games, but Smalland never establishes it clearly enough. The crafting system suffers from exactly the same problem. The issue is not that there are crafting tiers or recipes locked behind progression; that is normal for the genre. The problem is that the game does not properly teach the player how to reach those tiers. I can unlock something and then discover that I need a material I have never seen, without the game giving me a useful explanation of where to obtain it. The same happens with taming. Before I can properly tame a creature, I need to know what it eats, but the game does not make this information clear enough for a first-time player. The incubator is another example, because the game does not properly explain that incubating creatures can lead to attacks on the base from other creatures of the same type. At the point where I reached this system, I also had very little in the way of a proper defensive setup, so it felt like the game was introducing consequences without adequately explaining the system that caused them. The NPC progression adds another layer to this loop. Some of the NPCs I encountered use reputation systems, where increasing reputation unlocks new items and progression, but even here the game does not properly explain how that reputation is supposed to be earned. I have the game tips enabled, yet I still found myself having to figure out these systems independently. There are quests, but the game does not establish a clear main story path that naturally guides the player through the world. Instead, I often have to open the quest menu and work out which objective actually matters, while the objectives themselves feel more like steps towards unlocking another item than part of a meaningful journey. That leads directly into the biggest disappointment for me: the story. This is not a criticism about the lack of voice acting, because a game does not need voice acting to tell a good story. The problem is that Smalland barely gives me a story worth caring about. The premise has so much potential. You could have different clans of tiny creatures fighting over territory, a war caused by humans destroying their world, a kingdom falling apart, or some larger conflict that gives the player an actual reason to explore this enormous environment. Instead, the narrative feels extremely basic, and the survival systems exist without a meaningful story giving them context. I like games with strong stories, and Smalland never managed to make me care about what was happening to this world or why I should continue exploring it. This is where I think the comparison with other survival games becomes important. Cubic Odyssey has plenty of things I criticised, but it does a much better job of giving the player clear objectives and showing what they are working towards. Grounded has a much stronger narrative structure and a clearer sense of progression. Enshrouded gives me a much more interesting building system and exploration tools. Valheim does not have perfect fast travel either, but its portal system at least gives the player a way to solve long-distance travel through preparation and construction. Smalland instead leaves me walking around a huge map while repeatedly farming materials that the game barely explains how to obtain. After around six hours, the problem is simply that I did not enjoy the gameplay enough to want to continue. The exploration did not interest me, the building did not interest me enough to keep me there, the taming system did not pull me in, the crafting progression felt unnecessarily obscure, and the story gave me almost nothing to care about. The concept is genuinely good, and I can understand why someone could get a lot more out of this game than I did, but for me the foundations are too basic and too poorly explained. Smalland feels like it has the idea for a much better game buried inside it, but the systems surrounding that idea never became interesting enough for me to want to spend more of my time there. [b]Score: 4/10[/b] (1) Trash(2) Horrible(3) Very Bad(4) Bad(5) Average (6) Fine(7) Good(8) Very Good(9) Great(10) Masterpiece
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Korean, Simplified Chinese, Traditional Chinese
| $34.99 |
| 903ratings |
| 82% |
| — |
| not modelled |
| $34.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 930 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
meu jamil(besouro) morreu :(
Jogo bom seh loco muito conteudo e muito viciante otimo para jogar com amigos...s2
This game deserves a lot more attention and recognition than it gets. Are people knocking it before trying? I love survival games, playing Valheim, Enshrouded, Moria, Grounded, Icarus and any survival crafting game I can get my hands on, this game is so charming and unique. It’s similar to grounded but has its own unique art style and mechanics. I get bored in grounded quickly but this game gives much more interstellar things to explore. The world is gorgeous. The building is amazing. I love that you can move yr base wherever convenient. Using the wings is phenomenal. You don’t just drop when you run out of stamina. I like the combat. Especially once you get companions. I love the Eagle that dominates the boundary. The progression is just as good as Valheim. You don’t get raids often at all but they do happen under certain circumstances. The weather system and seasons is great. It adds more than Grounded. I love grounded too but it’s a more restricted in many ways I find. And I don’t really like survival games without weather. Enshrouded finally implemented weather eventually, makes it a little more immersive. The fact that the developers put a lot of love into this game makes it that much more enjoyable as well. To each their own but imo this should be at the top along with other popular survival games.
Good game, the building system is ok, the combat is ok, the world is very nice, the underworld is cool. But the magic system is ass. I started playing again (from the beginning) because of the magic system and as soon as I got to test it, I uninstalled, cause it's that bad (and was the new thing to me)
人物丑的有些惊悚了
A mon sens, l'un des meilleurs si pas LE meilleur jeu de survie de tout le temps ! Il est fort complet, immersif, et il est original. Tu as toujours voulu être un Monimoys qui survit à dans une univers à taille humaine ? Voeux exaucé !
Roda bem. Gráficos Bonitos, (As vezes ocorria uma queda leve de FPS nas chuvas ) . Jogabilidade do personagem é muito bem feita, animações. mas uma variedade um pouco limitada de armas. Elas só evoluem pra um material de maior preciosidade. O jogo possui sistemas de estações, e funciona muito bem, assim como sistema de tempestades e tal. O mapa é bastante rico em criaturas. Mas as missões do jogo são curtas, praticamente podendo zerar em 1 dia se você descobrir as façanhas do game. Achei que as criaturas podiam ser melhores, digo, as animações são boas, mas a jogabilidade de montar é horrível, parecendo um caminhão de 4 eixos. e somente algumas montarias boas. A história é curta e não possui quests secundárias. Bem, a durabilidade da história é um pouco menos de 30 horas, no fim, demora muito pra conseguir o passarinho, e no final, a jogabilidade dele é horrível. Podiam melhorar. Fora isso, o preço do jogo vale os 30/ 40 da promoção, da boas diversões entre os amigos. Comprem sem medo, mas tenha em mente os detalhes acima.
Smalland is a fun and charming survival adventure but you need to be ready to put in some serious work if you want to see it through. Shrinking down to the size of an ant and exploring a massive, overscaled world is an awesome concept that the game executes really well. Building shelters among giant blades of grass and taming giant insects to ride around on keeps the early hours super engaging. The main hurdle is that the game is just too grindy. Gathering resources isn't just a brief pitstop; it's a relentless time sink that follows you through the entire experience. Combine that constant resource-farming with a notable spike in difficulty during the late game and the journey can quickly start to feel like a chore. It's a solid survival game overall but be prepared for a heavy dose of repetition and grinding to get anywhere.
Smalland: Survive the Wilds — отличный survival-проект, который смог по-своему раскрыть идею огромного мира в маленьком масштабе. Здесь интересно исследовать каждый уголок, собирать ресурсы, развивать персонажа, строить базы и приручать существ, на которых можно перемещаться по миру. Особенно понравилась атмосфера: леса, болота, огромные деревья, смена погоды и ощущение, что ты действительно находишься в мире, где даже обычное насекомое может стать серьёзной угрозой. Но без минусов не обошлось. Баланс местами начинает заметно проседать, некоторые противники могут наносить слишком много урона даже хорошо прокачанному персонажу, а отдельные механики со временем начинают ощущаться затянутыми. Тем не менее, после большого количества проведённых часов могу сказать, что Smalland действительно затягивает. Это тот случай, когда хочется не просто пройти сюжет, а исследовать мир, собрать всё интересное и постепенно закрыть игру на максимум. А система достижений из 23 штук отлично подходит для такого подхода. Не идеальная, но очень атмосферная и увлекательная survival-игра, которой удалось создать собственную индивидуальность. Оценка: 9/10 (РУС)
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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